Re: My developer problem

2020-04-04 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: My developer problem

Welcome to long hours of debugging at nights, the headaches of messing with a build system for hours on end just because of a goddamn dependency suddenly decides not to compile, the feeling of not doing useful when you're out of motivations, and a lot of reading, the doubt of whether a feature could be better coded, failing at your research because later then you find out you don't acquire the necessary knowledge and, most of all, days of despair and wrath at yourself when you feel like you haven't been doing it right. Should you choose to enter this realm you will be bestowed with the curse of the gods, the blessing of the truth and the joy of coding!

URL: https://forum.audiogames.net/post/516061/#p516061




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Re: moste stupid question ever, any help?

2020-03-22 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: moste stupid question ever, any help?

You can do string_to_number() which exactly does as it says that is, gives you an integral/decimal type of the string value. Moreover, for your first question, you could create an input_box with forms, although that might not be exactly what you want. I think you could also achieve doing some dialog boxes with Windows API, although I haven't looked into it. I could be wrong though

URL: https://forum.audiogames.net/post/511074/#p511074




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Re: C input?

2020-02-08 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: C input?

Alright so here it goes, though you could ask Dr. Google for more fancy schmancy stuff, but generally in C/C++ you have memory management. This means that variable allocation is divided into two primary parts. Stack and heap. The stack part is where you usually define your static variables, and what I mean by static is that the space for the variable is already predetermined in compile time. But then you have the heap part and there comes a dynamic allocation where the space is allocated during run time and you could dynamically alter the space as long as you play by the rules. So, in order to access a dynamically allocated  variable you have to use pointers or references. Basically what this means is that you define a variable name of type int eg, and using the * after the type would turn it to a pointer. Now you have to point this variable in the right direction, which is the space you have allocated for it. Generally you could use pointers/references to point to anywhere you want, it shouldn't necessarily be a dynamically reserved space. In C, malloc is the function which you allocate memory, free is the function which you deallocate memory. What post 5 means by passing a pointer to the input function is something like int getIntInput(bool* OK). Then in the function body you could do something like    if(scanf("%d%c", , ) != 2 || term != '\n')    {        *OK=false; //* is the dereference operator. It says something like "hey, go to this guy's location and set his value to *false." Although you have to pass an already allocated bool to it, otherwise what you dereference could be some random *block, which would piss your computer off, resulting in unexpected crashes/ horrible memory leaks/ etc.    }Look at This page to see this in action.

URL: https://forum.audiogames.net/post/499705/#p499705




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Re: Sounds question

2019-12-18 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Sounds question

There's this little trick that sound pool uses that is, check if player is in a specified boundaries and center the sound, otherwise position the sound at the edge of the boundary related to the player's position. You could have eg, only a stream sound with this rather than several stream sounds playing at once to form the boundary. If there are other ways to achieve this I'm unaware, but mostly you could get by this and just leave it at that.

URL: https://forum.audiogames.net/post/486476/#p486476




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Re: John Studio offers beneficial cooperation

2019-12-17 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: John Studio offers beneficial cooperation

More sounds like a fairy-tale than an official proposal.If really things were like as you've said, then we'd have big companies investing in audio game world or at least add screenreader support in their video game projects.Shall I instead offer you to get some ice cream and chill out, you'd have a hell tun of time fantasizing.

URL: https://forum.audiogames.net/post/486141/#p486141




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Re: Seeking C++ Programmers

2019-12-06 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Seeking C++ Programmers

Hi,both projects seem to be done in C#. That would be appreciated if you could rename the topic, since C++ and C# are completely different languages.

URL: https://forum.audiogames.net/post/483288/#p483288




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Re: Example.bgt?

2019-10-11 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Example.bgt?

Well actually RTFM is very common, check out Here. And 2 clearly didn't intend to be rude nor hostile. You should learn to research first and ask questions then if you'd like to become a professional programmer. Well not quite right, but adapting the skill to have patience and research your problem first would definitely sound professional in the eyes of an outsider. This clearly conveys that you actually care to have your answer, and are not just a lazy guy who wants things ready and set.If you were to ask such question on somewhere like stackoverflow.com you'd also get the "RTFM!" answer, or would have your topic locked, and this has nothing to do with hostility neither rudeness.Anyway enough rambling. You may check out Mason's Open sourced games and or check out the BGT initial webpage to get a couple of small BGT projects to see how things work.

URL: https://forum.audiogames.net/post/467607/#p467607




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Re: Another question... annoyed yet?

2019-09-26 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Another question... annoyed yet?

It's usually better to put use of your solution in action and see if it works or not. Remember, it is well advised to kip it simple.You could however consult dr google for further a due. This question on Gamedev egI think what munawar stated was exactly what you said that is, increment the enum state at the end of each objective to advance the story line.

URL: https://forum.audiogames.net/post/464545/#p464545




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Re: Another question... annoyed yet?

2019-09-26 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Another question... annoyed yet?

It's usually better to put use of your solution in action and see if it works or not. Remember, it is well advised to kip it simple.You could however consult dr google for further a due. This question on Gamedev egI think what munawar stated was exactly what you said that is, incrementing the enum state by one at the end of each objective.

URL: https://forum.audiogames.net/post/464545/#p464545




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Re: Zombie Arena Source Code?

2019-09-18 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Zombie Arena Source Code?

This is not going to work at 8. You do read sourcecodes to see how one had solved a particular problem with a particular solution and learn eg their design, Analise their algorithm, and over all get yourself more suited to the technology they used. You can't take a portion from this, modify it, take off another chunk from there, fiddle with it and put the results back together and then expect the outcome to suit your desires. This is not true though always. Sometimes you come across a well written piece of code, for instance a new container. Then you realize that this container is what you need. Then you inspect the license or ask the developer if you're permitted to use it or not. But then again, programmers are supposed to come up with new solutions, not just copy pasting other's.

URL: https://forum.audiogames.net/post/462669/#p462669




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Re: Learning Lua, worth it and where?

2019-09-16 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Learning Lua, worth it and where?

Originally from lua.orgLUA.org  wrote:Lua is a powerful and fast programming language that is easy to learn and use and to embed into your application. Lua is designed to be a lightweight embeddable scripting language. It is used for all sorts of applications, from games to web applications and image processing.You may use This manual on the official LUA home to learn LUA, or use This one to gain some knowledge about it. There are many resources around you can use. You can obtain the latest source from Here and build it yourself (Requires Ansi C compiler such as GCC), or grab a binary Here. There is also an IDE you'll find in Tutorialspoint introduced, which I doubt if is accessible.As for LUA in action, I once herd a dude producing Telegram Bots with LUA code. Though I'm not sure if one could create audio games with it.Edit:Mushclient seems to be using LUA under the hood now that I remember.

URL: https://forum.audiogames.net/post/462260/#p462260




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Re: Learning Lua, worth it and where?

2019-09-16 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Learning Lua, worth it and where?

Originally from lua.orgLUA.org  wrote:Lua is a powerful and fast programming language that is easy to learn and use and to embed into your application. Lua is designed to be a lightweight embeddable scripting language. It is used for all sorts of applications, from games to web applications and image processing.You may use This manual on the official LUA home to learn LUA, or use This one to gain some knowledge about it. There are many resources around you can use. You can obtain the latest source from Here and build it yourself (Requires Ansi C compiler such as GCC), or grab a binary Here. There is also an IDE you'll find in Tutorialspoint introduced, which I doubt if is accessible.As for LUA in action, I once herd a dude producing Telegram Bots with LUA code. Though I'm not sure if one could create audio games with it.

URL: https://forum.audiogames.net/post/462260/#p462260




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Re: Learning Lua, worth it and where?

2019-09-16 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Learning Lua, worth it and where?

Originally from lua.orgLUA.org wrote: wrote:Lua is a powerful and fast programming language that is easy to learn and use and to embed into your application. Lua is designed to be a lightweight embeddable scripting language. It is used for all sorts of applications, from games to web applications and image processing.You may use This manual on the official LUA home to learn LUA, or use This one to gain some knowledge about it. There are many resources around you can use. You can obtain the latest source from Here and build it yourself (Requires Ansi C compiler such as GCC), or grab a binary Here. There is also an IDE you'll find in Tutorialspoint introduced, which I doubt if is accessible.As for LUA in action, I once herd a dude producing Telegram Bots with LUA code. Though I'm not sure if one could create audio games with it.

URL: https://forum.audiogames.net/post/462260/#p462260




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Re: Accessible ides for C++?

2019-09-04 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

Oh it is, sometimes it could be a bit tricky navigating but Object nav does the job.

URL: https://forum.audiogames.net/post/459548/#p459548




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

It is, but I'm not sure if it's still being maintained. The last version I do know of is 17.12

URL: https://forum.audiogames.net/post/459468/#p459468




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

I do use CodeBlocks myself from time to time, the advantage is being you could have  Compilers fed into it that you install and the environment is mostly accessible. You could get by with an editor and compiler too which is what I do most of the times. Also get Cmake too, it's a handy little thing which would allow you to build your projects for most compilers without further trouble. Some projects I saw (WxWidgets, SoLoud  and so on) support Cmake files to build as well.

URL: https://forum.audiogames.net/post/459465/#p459465




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Re: Accessible ides for C++?

2019-09-03 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Accessible ides for C++?

I do use CodeBlocks myself from time to time, the advantage is being you could have  Compilers fed into it that you install and the environment is mostly accessible. You could get by with an editor and compiler too which is what I do most of the times. Also get Cmake too, it's a handy little thing which would allow you to build your projects for most compilers without further trouble. Some projects I saw (WxWidgets, SoLoud, Boost and so on) support Cmake as well.

URL: https://forum.audiogames.net/post/459465/#p459465




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Re: issue attempting to load sounds

2019-08-25 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: issue attempting to load sounds

Make sure you increment the variable you pass on to the play function. drums"+value+".wav only concatenates the value to the drums.

URL: https://forum.audiogames.net/post/457610/#p457610




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Re: Keeping Track of a game's storyline/objectivs

2019-08-19 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

As 2 already pointed out, you may use the Observer Pattern to notify and trigger the action without having the portion of the particular code look dirty. You can Take a look at this page to get the initial idea more clearly.

URL: https://forum.audiogames.net/post/456595/#p456595




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Re: Keeping Track of a game's storyline/objectivs

2019-08-19 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: Keeping Track of a game's storyline/objectivs

As 2 already pointed out, you may use the Observer Pattern to notify and trigger the action without having the portion of the particular code look dirty. You can [

URL: https://forum.audiogames.net/post/456595/#p456595




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Re: How to create achievements in bgt?

2019-08-10 Thread AudioGames . net ForumDevelopers room : gonzalez via Audiogames-reflector


  


Re: How to create achievements in bgt?

I mean programming is all about solving problems. You could pick a paper and write down your solutions first, then if not satisfied, come ask around for a better solution. It's not like you face a barrier and then quickly retract and cry out for aid. You patiently take a break, try working around it, either breaking it down, climb over the top or walk around an edge. This really does not matter if you're coding in BGT, Python or even Brainfuck.  A solution eg here, is to first write a class. This achievement class contains a message text/audio, a name for the achievement, a type for the kind of achievement, a timestamp to keep the track of when the achievement was awarded, and optionally a Boolean to specify if the user unlocked it or not. Then you could add all the achievements to a menu and show it to the user, have it uploaded on somewhere and show it on a web page, email it to the user, export it to a text file, etc.

URL: https://forum.audiogames.net/post/454434/#p454434




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